Economic buildings

Linkoln

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I'm looking for ideas for how an economically based society would fight against a militant and a religious society (and gods and heroes while they're at it).

The militant would use brute force, and the religious would use magic and prayer power, but i just cant think of how an economically based society would get the upper hand, besides mercs and bounty hunters. Any ideas?

-Linkoln
 

tooltiperror

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More money means more funding for research, meaning greater technology.
 

Tru_Power22

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An economically advanced society could buy favours from the other two cities.
 

Linkoln

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so your saying they should be able to advance much faster. However it sounds like they would advance into war tech and just be another form of a militant society. I think i need more ways of controlling the battlefield with cash, by either bribing soldiers or buying soldiers.
 

Jackal

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A more economic society would most likely have a decent building industry, so towers/catapults/castles/walls/booby traps etc.
 

Linkoln

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Heroes jobs will be to run out and find rare items by killing bosses. And although economic societies will be able to pay more, the warriors may be fighting for another town they like or for a god they worship, so it depends on what kinda heroes are out there.
 

BlueMirage

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Let's ask ourselves this: If you want to separate military and economy (thus practically making the military poor), what would there be left for the military to exploit and use to their advantage?

In my opinion, it's not brute force. A military force that doesn't have advantage to a huge economy does not have tanks. They have spies and scouts that deal with guerilla missions, and use strategies rather than power of any sort in order to gain victory. A common military strategy is to end wars quickly, and thus this strategy with little research should fit that philosophy, no?

I suggest that you give the military a sneaky tactic of winning instead one that is compromised out of brute force. Give that strategy to the economics instead. If they get the time to research and produce their big tanks or other forms of winning, they should.

Someone above said that the economists should have access to buying foreign technology or services. I think this is a very good idea for their early game until they can gain their heavy tanks.
 

Sooda

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Economic as controlling universal trade? For that you have to create resources which are controllable.
Make possible buying neutral creeps so they would not attack economic race.

They need lots of resources (gold, wood, lumber) to build factories and science facilities. They have lots of farms to produce food and living space for work-class and scientists.
They have lots of quick and massive transports (mainly to spread their settlements or send reinforcements to defending)
This race should control resources -- to "plague" enemy resource locations so peons who harvest get hurt and die. Sending spies who slow down unit production or interrupt harvesting orders, start riots among enemy peons.
In best they should have constantly access to see and interrupt/ slow down enemy resources harvesting and unit production.

Specific units who lock down enemy production units when they get in attack range (Like Undead Frostwyrms?)

Some Zerg Overminds who mess up peons when in their aura range, even better gives control to enemy for time.
Though these are powerful weapons and need to be easily detectable (with upgrades) or at least counter-able (is it a word?).
 

Linkoln

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yeah ok i could see that.

So i stick the militants with pure infantry and have economy develop vehicles, for both military and non purposes.

Does that sound like it would be good?
 

BlueMirage

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I would personally say that it is a good albeit restricting idea. I can easily imagine that a poor military needs some way to maneuver around for their missions. Simple boats (With low attack potential, if any) zeppelins seem like good ideas.

Guerilla type militaries like to sabotage stuff, so you can give them Dynamite or something for their top researches, and maybe even ballistas. What matters is that it is low-tech (Well, dynamite isn't, but it's still the top of their research tree). Think medieval war in terms of technology and american spy movies for playstyle and I think you should get what I mean.
 

PrisonLove

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I think you should go this route:

Militant society - Uses overwhelming numbers of aggressive troops

Religious - Uses magic powers and such

Economic - Uses technologically advanced troops, but are small in number
 

LoveRPG

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Hm, well. Who developed the nuclear bomb, a scientist. Just a thought, maybe the economics will use greater technological weapons, such as diceases, bombs. Also, economics is quite hard to balance out with the other two. Mainly since it is something that both parts need to agree to, in a different game, the econmics might have been able to buy out players, but who would just give up? My best advice to you is to find another sort of faction then econmics, otherwise the bomb and dicease is my best bet. Also economics has to do with politics, like bribing etc, how would u bribe a player to leave the game? he wont keep the money when he has left.
 

Linkoln

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i think i'l go the; interest gathering buildings, Freezing enemy buildings, bribing soldiers, transforming led into gold route.

Now i really just need ideas for what buildings would produce these things...
any ideas?

Edit: If you ever have played Magic the gathering, I figure this is gonna be kinda like a life gain deck. If you have an unstoppable force bursting through each player, you pump up one of the players being attacked so your life gets saved in the long run.
 

Linkoln

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I'm asking for help on ideas for about one sixths of the games content.... so no... not quite yet... maybe later... lol
 

tooltiperror

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i think i'l go the; interest gathering buildings, Freezing enemy buildings, bribing soldiers, transforming led into gold route.

Now i really just need ideas for what buildings would produce these things...
any ideas?

Edit: If you ever have played Magic the gathering, I figure this is gonna be kinda like a life gain deck. If you have an unstoppable force bursting through each player, you pump up one of the players being attacked so your life gets saved in the long run.

I would recommend you create a thread in Member's Projects for this map if you want to continuasly ask questions.

> If you ever have played Magic the gathering, I figure this is gonna be kinda like a life gain deck. If you have an unstoppable force bursting through each player, you pump up one of the players being attacked so your life gets saved in the long run.

Elaborate Please?
 

Linkoln

New Member
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uhh.... well in magic you have life... If you have a life gain deck you can restore that life. Sometimes there would be a guy with giant creatures and it he would be killing players left and right. So when i know i'm next, i keep giving the player next to me life so that he could never get to me.

So if there is a powerful force tearing through the land (and it will happen), then i can keep funding the warrior/religious town near me to take down the force.


Edit: and i'd rather not give all the details of my thing just yet... I usualy get too into it and make it too long and boring for people to read, so i'l just hit the questions as they come for now..

Double Edit: Still need those building ideas though. Things like factories and banks....
 
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